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Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
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parent
0f95e9f8e6
commit
a1846b27ea
177 changed files with 517 additions and 519 deletions
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@ -68,7 +68,7 @@ bool GridMap::_set(const StringName &p_name, const Variant &p_value) {
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for (int i = 0; i < meshes.size(); i++) {
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BakedMesh bm;
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bm.mesh = meshes[i];
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ERR_CONTINUE(!bm.mesh.is_valid());
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ERR_CONTINUE(bm.mesh.is_null());
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bm.instance = RS::get_singleton()->instance_create();
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RS::get_singleton()->instance_set_base(bm.instance, bm.mesh->get_rid());
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RS::get_singleton()->instance_attach_object_instance_id(bm.instance, get_instance_id());
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@ -253,11 +253,11 @@ RID GridMap::get_navigation_map() const {
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}
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void GridMap::set_mesh_library(const Ref<MeshLibrary> &p_mesh_library) {
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if (!mesh_library.is_null()) {
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if (mesh_library.is_valid()) {
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mesh_library->disconnect_changed(callable_mp(this, &GridMap::_recreate_octant_data));
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}
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mesh_library = p_mesh_library;
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if (!mesh_library.is_null()) {
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if (mesh_library.is_valid()) {
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mesh_library->connect_changed(callable_mp(this, &GridMap::_recreate_octant_data));
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}
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@ -594,7 +594,7 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
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ERR_CONTINUE(!cell_map.has(E));
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const Cell &c = cell_map[E];
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if (!mesh_library.is_valid() || !mesh_library->has_item(c.item)) {
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if (mesh_library.is_null() || !mesh_library->has_item(c.item)) {
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continue;
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}
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@ -623,7 +623,7 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
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// add the item's shape at given xform to octant's static_body
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for (int i = 0; i < shapes.size(); i++) {
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// add the item's shape
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if (!shapes[i].shape.is_valid()) {
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if (shapes[i].shape.is_null()) {
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continue;
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}
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PhysicsServer3D::get_singleton()->body_add_shape(g.static_body, shapes[i].shape->get_rid(), xform * shapes[i].local_transform);
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@ -1225,7 +1225,7 @@ void GridMap::clear_baked_meshes() {
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}
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void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texel_size) {
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if (!mesh_library.is_valid()) {
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if (mesh_library.is_null()) {
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return;
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}
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@ -1241,7 +1241,7 @@ void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texe
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}
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Ref<Mesh> mesh = mesh_library->get_item_mesh(item);
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if (!mesh.is_valid()) {
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if (mesh.is_null()) {
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continue;
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}
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